Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:U2NPCControllerBot (U2XMP)

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Package: 
U2AI

U2NPCControllerBot.uc Created By: Mike Fox Created On: 2/14/00 $Author: Mfox $ $Date: 12/16/02 10:31p $ $Revision: 45 $

Properties[edit]

bBigJump[edit]

Type: bool

set while NPC is in falling state while executing a "special" jump (e.g. rocket jump)?

bCamping[edit]

Type: bool


bInitLifeMessage[edit]

Type: bool


bLeading[edit]

Type: bool


BRI[edit]

Type: U2BotReplicationInfo


CampTime[edit]

Type: float


LastCampCheck[edit]

Type: float


OldMessageID[edit]

Type: int


OldMessageType[edit]

Type: name


RoamTarget[edit]

Type: Actor


VictoryDanceOdds[edit]

Type: float


Default value: 0.25

Default values[edit]

Property Value
bIsBot True
bIsPlayer True
bShouldPossess False
DefaultState Roaming
PlayerReplicationInfoClass Class'U2.U2BotReplicationInfo'

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: U2NPCControllerAdvanced.PostBeginPlay


Other instance functions[edit]

See U2NPCControllerBot instance functions.

States[edit]

@AttackCloseState[edit]

Inherits from: U2NPCControllerBasic.@AttackCloseState

Ignores: HearNoise, SeeAlertFriend, SeeFriend, SeeOther

@AttackCloseState.GetTacticalMoveType[edit]

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: U2NPCControllerBasic.@AttackCloseState.GetTacticalMoveType


@AttackFallbackState[edit]

Inherits from: U2NPCControllerBasic.@AttackFallbackState

Ignores: EnemyNotVisible

@AttackFallbackState.OverrideSpecialAttraction[edit]

function bool OverrideSpecialAttraction ()

Overrides: U2NPCControllerBasic.@AttackFallbackState.OverrideSpecialAttraction


@AttackHuntState[edit]

Inherits from: U2NPCControllerBasic.@AttackHuntState

Ignores: EnemyNotVisible

@AttackHuntState.SpecialHuntDestination[edit]

function bool SpecialHuntDestination ()

Overrides: U2NPCControllerBasic.@AttackHuntState.SpecialHuntDestination


@AttackRetreatState[edit]

Inherits from: U2NPCControllerBasic.@AttackRetreatState

Ignores: EnemyNotVisible

@AttackRetreatState.FindRetreatDestination[edit]

function bool FindRetreatDestination ()

Overrides: U2NPCControllerBasic.@AttackRetreatState.FindRetreatDestination


@AttackRetreatState.StopFearingEnemy[edit]

function bool StopFearingEnemy ()

Overrides: U2NPCControllerBasic.@AttackRetreatState.StopFearingEnemy


@AttackStakeOutState[edit]

Inherits from: U2NPCControllerBasic.@AttackStakeOutState

Ignores: EnemyNotVisible

@AttackStakeOutState.RandomizeStakeOutDir[edit]

function bool RandomizeStakeOutDir ()

Overrides: U2NPCControllerShared.RandomizeStakeOutDir (global)


@VictoryDanceState[edit]

Extends: U2NPCControllerBasic.@EnemyKilledState

Ignores: EnemyNotVisible

@VictoryDanceState.EndState[edit]

event EndState ()

Overrides: U2NPCControllerBasic.@EnemyKilledState.EndState


@VictoryDanceState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@WanderingState[edit]

Inherits from: U2NPCControllerAdvanced.@WanderingState

Ignores: EnemyNotVisible

@WanderingState.WanderDidMoveSpecialHandling[edit]

function WanderDidMoveSpecialHandling ()

Overrides: U2NPCControllerBase.@WanderingState.WanderDidMoveSpecialHandling


@WanderingState.WanderPauseSpecialHandling[edit]

function WanderPauseSpecialHandling ()

Overrides: U2NPCControllerBase.@WanderingState.WanderPauseSpecialHandling